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filament/libs/gltfio/src/AssetLoader.cpp

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44 KiB
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/*
* Copyright (C) 2019 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include <gltfio/AssetLoader.h>
#include <gltfio/MaterialProvider.h>
#include "FFilamentAsset.h"
#include "GltfEnums.h"
#include <filament/Box.h>
#include <filament/Engine.h>
#include <filament/IndexBuffer.h>
#include <filament/LightManager.h>
#include <filament/Material.h>
#include <filament/RenderableManager.h>
#include <filament/Scene.h>
#include <filament/TextureSampler.h>
#include <filament/TransformManager.h>
#include <filament/VertexBuffer.h>
#include <math/mat4.h>
#include <math/vec3.h>
#include <math/vec4.h>
#include <utils/EntityManager.h>
#include <utils/Log.h>
#include <utils/NameComponentManager.h>
#include <tsl/robin_map.h>
#include <vector>
#define CGLTF_IMPLEMENTATION
#include <cgltf.h>
#include "math.h"
#include "upcast.h"
using namespace filament;
using namespace filament::math;
using namespace utils;
namespace gltfio {
namespace details {
static const auto FREE_CALLBACK = [](void* mem, size_t, void*) { free(mem); };
// MeshCache
// ---------
// If a given glTF mesh is referenced by multiple glTF nodes, then it generates a separate Filament
// renderable for each of those nodes. All renderables generated by a given mesh share a common set
// of VertexBuffer and IndexBuffer objects. To achieve the sharing behavior, the loader maintains a
// small cache. The cache keys are glTF mesh definitions and the cache entries are lists of
// primitives, where a "primitive" is a reference to a Filament VertexBuffer and IndexBuffer.
struct Primitive {
VertexBuffer* vertices = nullptr;
IndexBuffer* indices = nullptr;
Aabb aabb; // object-space bounding box
};
using MeshCache = tsl::robin_map<const cgltf_mesh*, std::vector<Primitive>>;
// MatInstanceCache
// ----------------
// Each glTF material definition corresponds to a single filament::MaterialInstance, which are
// cached here in the loader. The filament::Material objects that are used to create instances are
// cached in MaterialProvider. If a given glTF material is referenced by multiple glTF meshes, then
// their corresponding filament primitives will share the same Filament MaterialInstance and UvMap.
// The UvMap is a mapping from each texcoord slot in glTF to one of Filament's 2 texcoord sets.
struct MaterialEntry {
MaterialInstance* instance;
UvMap uvmap;
};
using MatInstanceCache = tsl::robin_map<intptr_t, MaterialEntry>;
// Sometimes a glTF bufferview includes unused data at the end (e.g. in skinning.gltf) so we need to
// compute the correct size of the vertex buffer. Filament automatically infers the size of
// driver-level vertex buffers from the attribute data (stride, count, offset) and clients are
// expected to avoid uploading data blobs that exceed this size. Since this information doesn't
// exist in the glTF we need to compute it manually. This is a bit of a cheat, cgltf_calc_size is
// private but its implementation file is available in this cpp file.
uint32_t computeBindingSize(const cgltf_accessor* accessor) {
cgltf_size element_size = cgltf_calc_size(accessor->type, accessor->component_type);
return uint32_t(accessor->stride * (accessor->count - 1) + element_size);
}
uint32_t computeBindingOffset(const cgltf_accessor* accessor) {
return uint32_t(accessor->offset + accessor->buffer_view->offset);
}
struct FAssetLoader : public AssetLoader {
FAssetLoader(const AssetConfiguration& config) :
mEntityManager(config.entities ? *config.entities : EntityManager::get()),
mRenderableManager(config.engine->getRenderableManager()),
mNameManager(config.names),
mTransformManager(config.engine->getTransformManager()),
mMaterials(config.materials),
mEngine(config.engine) {}
FFilamentAsset* createAssetFromJson(const uint8_t* bytes, uint32_t nbytes);
FilamentAsset* createAssetFromBinary(const uint8_t* bytes, uint32_t nbytes);
~FAssetLoader() {
delete mMaterials;
}
void destroyAsset(const FFilamentAsset* asset) {
delete asset;
}
size_t getMaterialsCount() const noexcept {
return mMaterials->getMaterialsCount();
}
NameComponentManager* getNames() const noexcept {
return mNameManager;
}
const Material* const* getMaterials() const noexcept {
return mMaterials->getMaterials();
}
void createAsset(const cgltf_data* srcAsset);
void createEntity(const cgltf_node* node, Entity parent);
void createRenderable(const cgltf_node* node, Entity entity);
bool createPrimitive(const cgltf_primitive* inPrim, Primitive* outPrim, const UvMap& uvmap,
const char* name);
void createLight(const cgltf_node* node, Entity entity);
MaterialInstance* createMaterialInstance(const cgltf_material* inputMat, UvMap* uvmap,
bool vertexColor);
void addTextureBinding(MaterialInstance* materialInstance, const char* parameterName,
const cgltf_texture* srcTexture, bool srgb);
void importSkinningData(Skin& dstSkin, const cgltf_skin& srcSkin);
bool primitiveHasVertexColor(const cgltf_primitive* inPrim) const;
static LightManager::Type getLightType(const cgltf_light_type type);
EntityManager& mEntityManager;
RenderableManager& mRenderableManager;
NameComponentManager* mNameManager;
TransformManager& mTransformManager;
MaterialProvider* mMaterials;
Engine* mEngine;
// The loader owns a few transient mappings used only for the current asset being loaded.
FFilamentAsset* mResult;
MatInstanceCache mMatInstanceCache;
MeshCache mMeshCache;
bool mError = false;
bool mDiagnosticsEnabled = false;
};
FILAMENT_UPCAST(AssetLoader)
} // namespace details
using namespace details;
FFilamentAsset* FAssetLoader::createAssetFromJson(const uint8_t* bytes, uint32_t nbytes) {
cgltf_options options { cgltf_file_type_invalid };
cgltf_data* sourceAsset;
cgltf_result result = cgltf_parse(&options, bytes, nbytes, &sourceAsset);
if (result != cgltf_result_success) {
slog.e << "Unable to parse JSON file." << io::endl;
return nullptr;
}
createAsset(sourceAsset);
return mResult;
}
FilamentAsset* FAssetLoader::createAssetFromBinary(const uint8_t* bytes, uint32_t nbytes) {
// The cgltf library handles GLB efficiently by pointing all buffer views into the source data.
// However, we wish our API to be simple and safe, allowing clients to free up their source blob
// immediately, without worrying about when all the data has finished uploading asynchronously
// to the GPU. To achieve this we create a copy of the source blob and stash it inside the
// asset, asking cgltf to parse the copy. This allows us to free it at the correct time (i.e.
// after all GPU uploads have completed). Although it incurs a copy, the added safety of this
// API seems worthwhile.
std::vector<uint8_t> glbdata(bytes, bytes + nbytes);
cgltf_options options { cgltf_file_type_glb };
cgltf_data* sourceAsset;
cgltf_result result = cgltf_parse(&options, glbdata.data(), nbytes, &sourceAsset);
if (result != cgltf_result_success) {
slog.e << "Unable to parse glb file." << io::endl;
return nullptr;
}
createAsset(sourceAsset);
if (mResult) {
glbdata.swap(mResult->mGlbData);
}
return mResult;
}
void FAssetLoader::createAsset(const cgltf_data* srcAsset) {
#if !GLTFIO_DRACO_SUPPORTED
for (cgltf_size i = 0; i < srcAsset->extensions_required_count; i++) {
if (!strcmp(srcAsset->extensions_required[i], "KHR_draco_mesh_compression")) {
slog.e << "KHR_draco_mesh_compression is not supported." << io::endl;
mResult = nullptr;
return;
}
}
#endif
mResult = new FFilamentAsset(mEngine, mNameManager);
mResult->mSourceAsset = srcAsset;
mResult->acquireSourceAsset();
// If there is no default scene specified, then the default is the first one.
// It is not an error for a glTF file to have zero scenes.
const cgltf_scene* scene = srcAsset->scene ? srcAsset->scene : srcAsset->scenes;
if (!scene) {
return;
}
// Create a single root node with an identity transform as a convenience to the client.
mResult->mRoot = mEntityManager.create();
mTransformManager.create(mResult->mRoot);
// One scene may have multiple root nodes. Recurse down and create an entity for each node.
cgltf_node** nodes = scene->nodes;
for (cgltf_size i = 0, len = scene->nodes_count; i < len; ++i) {
const cgltf_node* root = nodes[i];
createEntity(root, mResult->mRoot);
}
if (mError) {
delete mResult;
mResult = nullptr;
}
// Copy over joint lists (references to TransformManager components) and create buffer bindings
// for inverseBindMatrices.
mResult->mSkins.resize(srcAsset->skins_count);
for (cgltf_size i = 0, len = srcAsset->skins_count; i < len; ++i) {
importSkinningData(mResult->mSkins[i], srcAsset->skins[i]);
}
// For each skin, build a list of renderables that it affects.
for (cgltf_size i = 0, len = srcAsset->nodes_count; i < len; ++i) {
const cgltf_node& node = srcAsset->nodes[i];
if (node.skin) {
int skinIndex = node.skin - &srcAsset->skins[0];
Entity entity = mResult->mNodeMap[&node];
mResult->mSkins[skinIndex].targets.push_back(entity);
}
}
// Find every unique resource URI and store a pointer to any of the cgltf-owned cstrings
// that match the URI. These strings get freed during releaseSourceData().
tsl::robin_map<std::string, const char*> resourceUris;
auto addResourceUri = [&resourceUris](const char* uri) {
if (uri) {
resourceUris[uri] = uri;
}
};
for (cgltf_size i = 0, len = srcAsset->buffers_count; i < len; ++i) {
addResourceUri(srcAsset->buffers[i].uri);
}
for (cgltf_size i = 0, len = srcAsset->images_count; i < len; ++i) {
addResourceUri(srcAsset->images[i].uri);
}
mResult->mResourceUris.reserve(resourceUris.size());
for (auto pair : resourceUris) {
mResult->mResourceUris.push_back(pair.second);
}
// We're done with the import, so free up transient bookkeeping resources.
mMatInstanceCache.clear();
mMeshCache.clear();
mError = false;
}
void FAssetLoader::createEntity(const cgltf_node* node, Entity parent) {
Entity entity = mEntityManager.create();
// Always create a transform component to reflect the original hierarchy.
mat4f localTransform;
if (node->has_matrix) {
memcpy(&localTransform[0][0], &node->matrix[0], 16 * sizeof(float));
} else {
quatf* rotation = (quatf*) &node->rotation[0];
float3* scale = (float3*) &node->scale[0];
float3* translation = (float3*) &node->translation[0];
localTransform = composeMatrix(*translation, *rotation, *scale);
}
auto parentTransform = mTransformManager.getInstance(parent);
mTransformManager.create(entity, parentTransform, localTransform);
// Update the asset's entity list and private node mapping.
mResult->mEntities.push_back(entity);
mResult->mNodeMap[node] = entity;
// If the node has a mesh, then create a renderable component.
if (node->mesh) {
createRenderable(node, entity);
}
if (node->light) {
createLight(node, entity);
}
for (cgltf_size i = 0, len = node->children_count; i < len; ++i) {
createEntity(node->children[i], entity);
}
}
void FAssetLoader::createRenderable(const cgltf_node* node, Entity entity) {
const cgltf_mesh* mesh = node->mesh;
// Compute the transform relative to the root.
auto thisTransform = mTransformManager.getInstance(entity);
mat4f worldTransform = mTransformManager.getWorldTransform(thisTransform);
cgltf_size nprims = mesh->primitives_count;
RenderableManager::Builder builder(nprims);
// If the mesh is already loaded, obtain the list of Filament VertexBuffer / IndexBuffer objects
// that were already generated (one for each primitive), otherwise allocate a new list of
// pointers for the primitives.
auto iter = mMeshCache.find(mesh);
if (iter == mMeshCache.end()) {
mMeshCache[mesh].resize(nprims);
}
Primitive* outputPrim = mMeshCache[mesh].data();
const cgltf_primitive* inputPrim = &mesh->primitives[0];
// Create a name component using the node label if it exists, otherwise use the mesh label.
const char* name = node->name ? node->name : mesh->name;
if (mNameManager && name) {
mNameManager->addComponent(entity);
mNameManager->setName(mNameManager->getInstance(entity), name);
}
// If neither a node or mesh name is provided in the glTF, use "node" for error messages.
name = name ? name : "node";
Aabb aabb;
cgltf_size numMorphTargets = 0;
// For each prim, create a Filament VertexBuffer, IndexBuffer, and MaterialInstance.
for (cgltf_size index = 0; index < nprims; ++index, ++outputPrim, ++inputPrim) {
RenderableManager::PrimitiveType primType;
if (!getPrimitiveType(inputPrim->type, &primType)) {
slog.e << "Unsupported primitive type in " << name << io::endl;
}
if (inputPrim->targets_count > 0) {
if (numMorphTargets > 0 && inputPrim->targets_count != numMorphTargets) {
slog.e << "Sister primitives must all have the same number of morph targets."
<< io::endl;
}
numMorphTargets = inputPrim->targets_count;
}
// Create a material instance for this primitive or fetch one from the cache.
UvMap uvmap {};
bool hasVertexColor = primitiveHasVertexColor(inputPrim);
MaterialInstance* mi = createMaterialInstance(inputPrim->material, &uvmap, hasVertexColor);
if (!mi) {
mError = true;
continue;
}
mResult->mDependencyGraph.addEdge(entity, mi);
builder.material(index, mi);
// Create a Filament VertexBuffer and IndexBuffer for this prim if we haven't already.
if (!outputPrim->vertices && !createPrimitive(inputPrim, outputPrim, uvmap, name)) {
mError = true;
continue;
}
// Expand the object-space bounding box.
aabb.min = min(outputPrim->aabb.min, aabb.min);
aabb.max = max(outputPrim->aabb.max, aabb.max);
// We are not using the optional offset, minIndex, maxIndex, and count arguments when
// calling geometry() on the builder. It appears that the glTF spec does not have
// facilities for these parameters, which is not a huge loss since some of the buffer
// view and accessor features already have this functionality.
builder.geometry(index, primType, outputPrim->vertices, outputPrim->indices);
}
if (numMorphTargets > 0) {
builder.morphing(true);
}
const Aabb transformed = aabb.transform(worldTransform);
// Expand the world-space bounding box.
mResult->mBoundingBox.min = min(mResult->mBoundingBox.min, transformed.min);
mResult->mBoundingBox.max = max(mResult->mBoundingBox.max, transformed.max);
if (node->skin) {
builder.skinning(node->skin->joints_count);
}
// Per the spec, glTF models must have valid mix / max annotations for position attributes.
// However in practice these can be missing and we should be as robust as other glTF viewers.
// If desired, clients can enable the "recomputeBoundingBoxes" feature in ResourceLoader.
Box box = Box().set(aabb.min, aabb.max);
if (box.isEmpty()) {
slog.w << "Missing bounding box in " << name << io::endl;
box = Box().set(std::numeric_limits<float>::lowest(), std::numeric_limits<float>::max());
}
builder
.boundingBox(box)
.culling(true)
.castShadows(true)
.receiveShadows(true)
.build(*mEngine, entity);
// According to the spec, the mesh may or may not specify default weights, regardless of whether
// it actually has morph targets. If it has morphing enabled then the default weights are 0. If
// node weights are provided, they override the ones specified on the mesh.
if (numMorphTargets > 0) {
RenderableManager::Instance renderable = mRenderableManager.getInstance(entity);
float4 weights(0, 0, 0, 0);
for (cgltf_size i = 0; i < std::min(MAX_MORPH_TARGETS, mesh->weights_count); ++i) {
weights[i] = mesh->weights[i];
}
for (cgltf_size i = 0; i < std::min(MAX_MORPH_TARGETS, node->weights_count); ++i) {
weights[i] = node->weights[i];
}
mRenderableManager.setMorphWeights(renderable, weights);
}
}
bool FAssetLoader::createPrimitive(const cgltf_primitive* inPrim, Primitive* outPrim,
const UvMap& uvmap, const char* name) {
// Create a little lambda that appends to the asset's vertex buffer slots.
auto slots = &mResult->mBufferSlots;
auto addBufferSlot = [slots](BufferSlot entry) {
slots->push_back(entry);
};
// In glTF, each primitive may or may not have an index buffer.
IndexBuffer* indices;
const cgltf_accessor* accessor = inPrim->indices;
if (accessor) {
IndexBuffer::IndexType indexType;
if (!getIndexType(accessor->component_type, &indexType)) {
utils::slog.e << "Unrecognized index type in " << name << utils::io::endl;
return false;
}
indices = IndexBuffer::Builder()
.indexCount(accessor->count)
.bufferType(indexType)
.build(*mEngine);
BufferSlot slot = { accessor };
slot.indexBuffer = indices;
addBufferSlot(slot);
} else {
// If a primitive does not have an index buffer, generate a trivial one now.
const uint32_t vertexCount = inPrim->attributes[0].data->count;
indices = IndexBuffer::Builder()
.indexCount(vertexCount)
.bufferType(IndexBuffer::IndexType::UINT)
.build(*mEngine);
const size_t indexDataSize = vertexCount * sizeof(uint32_t);
uint32_t* indexData = (uint32_t*) malloc(indexDataSize);
for (size_t i = 0; i < vertexCount; ++i) {
indexData[i] = i;
}
IndexBuffer::BufferDescriptor bd(indexData, indexDataSize, FREE_CALLBACK);
indices->setBuffer(*mEngine, std::move(bd));
}
mResult->mIndexBuffers.push_back(indices);
VertexBuffer::Builder vbb;
bool hasUv0 = false, hasUv1 = false, hasVertexColor = false, hasNormals = false;
uint32_t vertexCount = 0;
const size_t firstSlot = mResult->mBufferSlots.size();
int slot = 0;
for (cgltf_size aindex = 0; aindex < inPrim->attributes_count; aindex++) {
const cgltf_attribute& attribute = inPrim->attributes[aindex];
const int index = attribute.index;
const cgltf_attribute_type atype = attribute.type;
const cgltf_accessor* accessor = attribute.data;
// The glTF tangent data is ignored here, but honored in ResourceLoader.
if (atype == cgltf_attribute_type_tangent) {
continue;
}
// At a minimum, surface orientation requires normals to be present in the source data.
// Here we re-purpose the normals slot to point to the quats that get computed later.
if (atype == cgltf_attribute_type_normal) {
vbb.attribute(VertexAttribute::TANGENTS, slot, VertexBuffer::AttributeType::SHORT4);
vbb.normalized(VertexAttribute::TANGENTS);
hasNormals = true;
addBufferSlot({&mResult->mGenerateTangents, atype, slot++});
continue;
}
if (atype == cgltf_attribute_type_color) {
hasVertexColor = true;
}
// Translate the cgltf attribute enum into a Filament enum and ignore all uv sets
// that do not have entries in the mapping table.
VertexAttribute semantic;
if (!getVertexAttrType(atype, &semantic)) {
utils::slog.e << "Unrecognized vertex semantic in " << name << utils::io::endl;
return false;
}
if (atype == cgltf_attribute_type_texcoord) {
if (index >= UvMapSize) {
utils::slog.e << "Too many texture coordinate sets in " << name << utils::io::endl;
continue;
}
UvSet uvset = uvmap[index];
switch (uvset) {
case UV0:
semantic = VertexAttribute::UV0;
hasUv0 = true;
break;
case UV1:
semantic = VertexAttribute::UV1;
hasUv1 = true;
break;
case UNUSED:
// It is perfectly acceptable to drop unused texture coordinate sets. In fact
// this can occur quite frequently, e.g. if the material has attached textures.
continue;
}
}
vertexCount = accessor->count;
// The positions accessor is required to have min/max properties, use them to expand
// the bounding box for this primitive.
if (atype == cgltf_attribute_type_position) {
const float* minp = &accessor->min[0];
const float* maxp = &accessor->max[0];
outPrim->aabb.min = min(outPrim->aabb.min, float3(minp[0], minp[1], minp[2]));
outPrim->aabb.max = max(outPrim->aabb.max, float3(maxp[0], maxp[1], maxp[2]));
}
VertexBuffer::AttributeType fatype;
if (!getElementType(accessor->type, accessor->component_type, &fatype)) {
slog.e << "Unsupported accessor type in " << name << io::endl;
return false;
}
// The cgltf library provides a stride value for all accessors, even though they do not
// exist in the glTF file. It is computed from the type and the stride of the buffer view.
// As a convenience, cgltf also replaces zero (default) stride with the actual stride.
vbb.attribute(semantic, slot, fatype, 0, accessor->stride);
vbb.normalized(semantic, accessor->normalized);
addBufferSlot({accessor, atype, slot++});
}
// If the model is lit but does not have normals, we'll need to generate flat normals.
if (inPrim->material && !inPrim->material->unlit && !hasNormals) {
vbb.attribute(VertexAttribute::TANGENTS, slot, VertexBuffer::AttributeType::SHORT4);
vbb.normalized(VertexAttribute::TANGENTS);
cgltf_attribute_type atype = cgltf_attribute_type_normal;
addBufferSlot({&mResult->mGenerateNormals, atype, slot++});
}
cgltf_size targetsCount = inPrim->targets_count;
if (targetsCount > MAX_MORPH_TARGETS) {
slog.w << "Too many morph targets in " << name << io::endl;
targetsCount = MAX_MORPH_TARGETS;
}
constexpr int baseTangentsAttr = (int) VertexAttribute::MORPH_TANGENTS_0;
constexpr int basePositionAttr = (int) VertexAttribute::MORPH_POSITION_0;
for (cgltf_size targetIndex = 0; targetIndex < targetsCount; targetIndex++) {
const cgltf_morph_target& morphTarget = inPrim->targets[targetIndex];
for (cgltf_size aindex = 0; aindex < morphTarget.attributes_count; aindex++) {
const cgltf_attribute& attribute = morphTarget.attributes[aindex];
const cgltf_accessor* accessor = attribute.data;
const cgltf_attribute_type atype = attribute.type;
const int morphId = targetIndex + 1;
// The glTF tangent data is ignored here, but honored in ResourceLoader.
if (atype == cgltf_attribute_type_tangent) {
continue;
}
if (atype == cgltf_attribute_type_normal) {
VertexAttribute attr = (VertexAttribute) (baseTangentsAttr + targetIndex);
vbb.attribute(attr, slot, VertexBuffer::AttributeType::SHORT4);
vbb.normalized(attr);
addBufferSlot({&mResult->mGenerateTangents, atype, slot++, morphId});
continue;
}
if (atype != cgltf_attribute_type_position) {
utils::slog.e << "Only positions, normals, and tangents can be morphed."
<< utils::io::endl;
return false;
}
const float* minp = &accessor->min[0];
const float* maxp = &accessor->max[0];
outPrim->aabb.min = min(outPrim->aabb.min, float3(minp[0], minp[1], minp[2]));
outPrim->aabb.max = max(outPrim->aabb.max, float3(maxp[0], maxp[1], maxp[2]));
VertexBuffer::AttributeType fatype;
if (!getElementType(accessor->type, accessor->component_type, &fatype)) {
slog.e << "Unsupported accessor type in " << name << io::endl;
return false;
}
VertexAttribute attr = (VertexAttribute) (basePositionAttr + targetIndex);
vbb.attribute(attr, slot, fatype, 0, accessor->stride);
vbb.normalized(attr, accessor->normalized);
addBufferSlot({accessor, atype, slot++, morphId});
}
}
vbb.vertexCount(vertexCount);
// If an ubershader is used, then we provide a single dummy buffer for all unfulfilled vertex
// requirements. The color data should be a sequence of normalized UBYTE4, so dummy UVs are
// USHORT2 to make the sizes match.
bool needsDummyData = false;
if (mMaterials->getSource() == LOAD_UBERSHADERS) {
if (!hasUv0) {
needsDummyData = true;
vbb.attribute(VertexAttribute::UV0, slot, VertexBuffer::AttributeType::USHORT2);
}
if (!hasUv1) {
needsDummyData = true;
vbb.attribute(VertexAttribute::UV1, slot, VertexBuffer::AttributeType::USHORT2);
}
if (!hasVertexColor) {
needsDummyData = true;
vbb.attribute(VertexAttribute::COLOR, slot, VertexBuffer::AttributeType::UBYTE4);
vbb.normalized(VertexAttribute::COLOR);
}
} else {
int numUvSets = getNumUvSets(uvmap);
if (!hasUv0 && numUvSets > 0) {
needsDummyData = true;
vbb.attribute(VertexAttribute::UV0, slot, VertexBuffer::AttributeType::USHORT2);
slog.w << "Missing UV0 data in " << name << io::endl;
}
if (!hasUv1 && numUvSets > 1) {
needsDummyData = true;
vbb.attribute(VertexAttribute::UV1, slot, VertexBuffer::AttributeType::USHORT2);
slog.w << "Missing UV1 data in " << name << io::endl;
}
}
vbb.bufferCount(needsDummyData ? slot + 1 : slot);
VertexBuffer* vertices = vbb.build(*mEngine);
outPrim->indices = indices;
outPrim->vertices = vertices;
mResult->mPrimitives.push_back({inPrim, vertices});
mResult->mVertexBuffers.push_back(vertices);
for (size_t i = firstSlot; i < mResult->mBufferSlots.size(); ++i) {
mResult->mBufferSlots[i].vertexBuffer = vertices;
}
if (needsDummyData) {
uint32_t size = sizeof(ubyte4) * vertexCount;
uint32_t* dummyData = (uint32_t*) malloc(size);
memset(dummyData, 0xff, size);
VertexBuffer::BufferDescriptor bd(dummyData, size, FREE_CALLBACK);
vertices->setBufferAt(*mEngine, slot, std::move(bd));
}
return true;
}
void FAssetLoader::createLight(const cgltf_node* node, Entity entity) {
const cgltf_light* light = node->light;
// Create a name component using the light label if it exists, otherwise use the node label.
const char* name = light->name ? light->name : node->name;
if (mNameManager && name) {
mNameManager->addComponent(entity);
mNameManager->setName(mNameManager->getInstance(entity), name);
}
LightManager::Type type = getLightType(light->type);
LightManager::Builder builder(type);
builder.direction({0.0f, 0.0f, -1.0f});
builder.color({light->color[0], light->color[1], light->color[2]});
if (type == LightManager::Type::DIRECTIONAL) {
builder.intensity(light->intensity);
} else if (type == LightManager::Type::SPOT) {
// glTF specifies half angles, but Filament expects full angles.
builder.spotLightCone(light->spot_inner_cone_angle * 2.0f,
light->spot_outer_cone_angle * 2.0f);
// Convert from candelas (luminous intensity) to lumens (luminous power).
// lp = li * pi
builder.intensity(F_PI * light->intensity);
} else if (type == LightManager::Type::POINT) {
// Convert from candelas (luminous intensity) to lumens (luminous power).
// lp = 4 * pi * li
builder.intensity(4.0f * F_PI * light->intensity);
}
if (light->range == 0.0f) {
// Use 10.0f units as a resonable default falloff value.
builder.falloff(10.0f);
} else {
builder.falloff(light->range);
}
builder.build(*mEngine, entity);
mResult->mLightEntities.push_back(entity);
}
MaterialInstance* FAssetLoader::createMaterialInstance(const cgltf_material* inputMat,
UvMap* uvmap, bool vertexColor) {
intptr_t key = ((intptr_t) inputMat) ^ (vertexColor ? 1 : 0);
auto iter = mMatInstanceCache.find(key);
if (iter != mMatInstanceCache.end()) {
*uvmap = iter->second.uvmap;
return iter->second.instance;
}
// The default glTF material.
static const cgltf_material kDefaultMat = {
.name = (char*) "Default GLTF material",
.has_pbr_metallic_roughness = true,
.has_pbr_specular_glossiness = false,
.has_clearcoat = false,
.pbr_metallic_roughness = {
.base_color_factor = {1.0, 1.0, 1.0, 1.0},
.metallic_factor = 1.0,
.roughness_factor = 1.0,
},
};
inputMat = inputMat ? inputMat : &kDefaultMat;
auto mrConfig = inputMat->pbr_metallic_roughness;
auto sgConfig = inputMat->pbr_specular_glossiness;
auto ccConfig = inputMat->clearcoat;
bool hasTextureTransforms =
sgConfig.diffuse_texture.has_transform ||
sgConfig.specular_glossiness_texture.has_transform ||
mrConfig.base_color_texture.has_transform ||
mrConfig.metallic_roughness_texture.has_transform ||
inputMat->normal_texture.has_transform ||
inputMat->occlusion_texture.has_transform ||
inputMat->emissive_texture.has_transform ||
ccConfig.clearcoat_texture.has_transform ||
ccConfig.clearcoat_roughness_texture.has_transform ||
ccConfig.clearcoat_normal_texture.has_transform;
cgltf_texture_view baseColorTexture = mrConfig.base_color_texture;
cgltf_texture_view metallicRoughnessTexture = mrConfig.metallic_roughness_texture;
MaterialKey matkey {
.doubleSided = (bool) inputMat->double_sided,
.unlit = (bool) inputMat->unlit,
.hasVertexColors = vertexColor,
.hasBaseColorTexture = !!baseColorTexture.texture,
.hasNormalTexture = !!inputMat->normal_texture.texture,
.hasOcclusionTexture = !!inputMat->occlusion_texture.texture,
.hasEmissiveTexture = !!inputMat->emissive_texture.texture,
.useSpecularGlossiness = false,
.alphaMode = AlphaMode::OPAQUE,
.enableDiagnostics = mDiagnosticsEnabled,
.hasMetallicRoughnessTexture = !!metallicRoughnessTexture.texture,
.metallicRoughnessUV = (uint8_t) metallicRoughnessTexture.texcoord,
.baseColorUV = (uint8_t) baseColorTexture.texcoord,
.hasClearCoatTexture = !!ccConfig.clearcoat_texture.texture,
.clearCoatUV = (uint8_t) ccConfig.clearcoat_texture.texcoord,
.hasClearCoatRoughnessTexture = !!ccConfig.clearcoat_roughness_texture.texture,
.clearCoatRoughnessUV = (uint8_t) ccConfig.clearcoat_roughness_texture.texcoord,
.hasClearCoatNormalTexture = !!ccConfig.clearcoat_normal_texture.texture,
.clearCoatNormalUV = (uint8_t) ccConfig.clearcoat_normal_texture.texcoord,
.hasClearCoat = (bool) inputMat->has_clearcoat,
.hasTextureTransforms = hasTextureTransforms,
.emissiveUV = (uint8_t) inputMat->emissive_texture.texcoord,
.aoUV = (uint8_t) inputMat->occlusion_texture.texcoord,
.normalUV = (uint8_t) inputMat->normal_texture.texcoord,
};
if (inputMat->has_pbr_specular_glossiness) {
matkey.useSpecularGlossiness = true;
if (sgConfig.diffuse_texture.texture) {
baseColorTexture = sgConfig.diffuse_texture;
matkey.hasBaseColorTexture = true;
matkey.baseColorUV = (uint8_t) baseColorTexture.texcoord;
}
if (sgConfig.specular_glossiness_texture.texture) {
metallicRoughnessTexture = sgConfig.specular_glossiness_texture;
matkey.hasSpecularGlossinessTexture = true;
matkey.specularGlossinessUV = (uint8_t) metallicRoughnessTexture.texcoord;
}
}
switch (inputMat->alpha_mode) {
case cgltf_alpha_mode_opaque:
matkey.alphaMode = AlphaMode::OPAQUE;
break;
case cgltf_alpha_mode_mask:
matkey.alphaMode = AlphaMode::MASK;
break;
case cgltf_alpha_mode_blend:
matkey.alphaMode = AlphaMode::BLEND;
break;
}
// This not only creates a material instance, it modifies the material key according to our
// rendering constraints. For example, Filament only supports 2 sets of texture coordinates.
MaterialInstance* mi = mMaterials->createMaterialInstance(&matkey, uvmap, inputMat->name);
if (!mi) {
slog.e << "No material with the specified requirements exists." << io::endl;
return nullptr;
}
mResult->mMaterialInstances.push_back(mi);
if (inputMat->alpha_mode == cgltf_alpha_mode_mask) {
mi->setMaskThreshold(inputMat->alpha_cutoff);
}
const float* e = inputMat->emissive_factor;
mi->setParameter("emissiveFactor", float3(e[0], e[1], e[2]));
const float* c = mrConfig.base_color_factor;
mi->setParameter("baseColorFactor", float4(c[0], c[1], c[2], c[3]));
mi->setParameter("metallicFactor", mrConfig.metallic_factor);
mi->setParameter("roughnessFactor", mrConfig.roughness_factor);
if (matkey.useSpecularGlossiness) {
const float* df = sgConfig.diffuse_factor;
const float* sf = sgConfig.specular_factor;
mi->setParameter("baseColorFactor", float4(df[0], df[1], df[2], df[3]));
mi->setParameter("specularFactor", float3(sf[0], sf[1], sf[2]));
mi->setParameter("glossinessFactor", sgConfig.glossiness_factor);
}
if (matkey.hasBaseColorTexture) {
addTextureBinding(mi, "baseColorMap", baseColorTexture.texture, true);
if (matkey.hasTextureTransforms) {
const cgltf_texture_transform& uvt = baseColorTexture.transform;
auto uvmat = matrixFromUvTransform(uvt.offset, uvt.rotation, uvt.scale);
mi->setParameter("baseColorUvMatrix", uvmat);
}
}
if (matkey.hasMetallicRoughnessTexture) {
// The "metallicRoughnessMap" is actually a specular-glossiness map when the extension is
// enabled. Note that KHR_materials_pbrSpecularGlossiness specifies that diffuseTexture and
// specularGlossinessTexture are both sRGB, whereas the core glTF spec stipulates that
// metallicRoughness is not sRGB.
bool srgb = inputMat->has_pbr_specular_glossiness;
addTextureBinding(mi, "metallicRoughnessMap", metallicRoughnessTexture.texture, srgb);
if (matkey.hasTextureTransforms) {
const cgltf_texture_transform& uvt = metallicRoughnessTexture.transform;
auto uvmat = matrixFromUvTransform(uvt.offset, uvt.rotation, uvt.scale);
mi->setParameter("metallicRoughnessUvMatrix", uvmat);
}
}
if (matkey.hasNormalTexture) {
addTextureBinding(mi, "normalMap", inputMat->normal_texture.texture, false);
if (matkey.hasTextureTransforms) {
const cgltf_texture_transform& uvt = inputMat->normal_texture.transform;
auto uvmat = matrixFromUvTransform(uvt.offset, uvt.rotation, uvt.scale);
mi->setParameter("normalUvMatrix", uvmat);
}
mi->setParameter("normalScale", inputMat->normal_texture.scale);
} else {
mi->setParameter("normalScale", 1.0f);
}
if (matkey.hasOcclusionTexture) {
addTextureBinding(mi, "occlusionMap", inputMat->occlusion_texture.texture, false);
if (matkey.hasTextureTransforms) {
const cgltf_texture_transform& uvt = inputMat->occlusion_texture.transform;
auto uvmat = matrixFromUvTransform(uvt.offset, uvt.rotation, uvt.scale);
mi->setParameter("occlusionUvMatrix", uvmat);
}
mi->setParameter("aoStrength", inputMat->occlusion_texture.scale);
} else {
mi->setParameter("aoStrength", 1.0f);
}
if (matkey.hasEmissiveTexture) {
addTextureBinding(mi, "emissiveMap", inputMat->emissive_texture.texture, true);
if (matkey.hasTextureTransforms) {
const cgltf_texture_transform& uvt = inputMat->emissive_texture.transform;
auto uvmat = matrixFromUvTransform(uvt.offset, uvt.rotation, uvt.scale);
mi->setParameter("emissiveUvMatrix", uvmat);
}
}
if (matkey.hasClearCoat) {
mi->setParameter("clearCoatFactor", ccConfig.clearcoat_factor);
mi->setParameter("clearCoatRoughnessFactor", ccConfig.clearcoat_roughness_factor);
if (matkey.hasClearCoatTexture) {
addTextureBinding(mi, "clearCoatMap", ccConfig.clearcoat_texture.texture, false);
if (matkey.hasTextureTransforms) {
const cgltf_texture_transform& uvt = ccConfig.clearcoat_texture.transform;
auto uvmat = matrixFromUvTransform(uvt.offset, uvt.rotation, uvt.scale);
mi->setParameter("clearCoatUvMatrix", uvmat);
}
}
if (matkey.hasClearCoatRoughnessTexture) {
addTextureBinding(mi, "clearCoatRoughnessMap", ccConfig.clearcoat_roughness_texture.texture, false);
if (matkey.hasTextureTransforms) {
const cgltf_texture_transform& uvt = ccConfig.clearcoat_roughness_texture.transform;
auto uvmat = matrixFromUvTransform(uvt.offset, uvt.rotation, uvt.scale);
mi->setParameter("clearCoatRoughnessUvMatrix", uvmat);
}
}
if (matkey.hasClearCoatNormalTexture) {
addTextureBinding(mi, "clearCoatNormalMap", ccConfig.clearcoat_normal_texture.texture, false);
if (matkey.hasTextureTransforms) {
const cgltf_texture_transform& uvt = ccConfig.clearcoat_normal_texture.transform;
auto uvmat = matrixFromUvTransform(uvt.offset, uvt.rotation, uvt.scale);
mi->setParameter("clearCoatNormalUvMatrix", uvmat);
}
mi->setParameter("clearCoatNormalScale", ccConfig.clearcoat_normal_texture.scale);
}
}
mMatInstanceCache[key] = {mi, *uvmap};
return mi;
}
void FAssetLoader::addTextureBinding(MaterialInstance* materialInstance, const char* parameterName,
const cgltf_texture* srcTexture, bool srgb) {
if (!srcTexture->image) {
slog.w << "Texture is missing image (" << srcTexture->name << ")." << io::endl;
return;
}
TextureSampler dstSampler;
auto srcSampler = srcTexture->sampler;
if (srcSampler) {
dstSampler.setWrapModeS(getWrapMode(srcSampler->wrap_s));
dstSampler.setWrapModeT(getWrapMode(srcSampler->wrap_t));
dstSampler.setMagFilter(getMagFilter(srcSampler->mag_filter));
dstSampler.setMinFilter(getMinFilter(srcSampler->min_filter));
} else {
// These defaults are stipulated by the spec:
dstSampler.setWrapModeS(TextureSampler::WrapMode::REPEAT);
dstSampler.setWrapModeT(TextureSampler::WrapMode::REPEAT);
// These defaults are up the implementation but since we generate mipmaps unconditionally,
// we might as well use them. In practice the conformance models look awful without
// using mipmapping by default.
dstSampler.setMagFilter(TextureSampler::MagFilter::LINEAR);
dstSampler.setMinFilter(TextureSampler::MinFilter::LINEAR_MIPMAP_LINEAR);
}
mResult->mTextureSlots.push_back({
.texture = srcTexture,
.materialInstance = materialInstance,
.materialParameter = parameterName,
.sampler = dstSampler,
.srgb = srgb
});
mResult->mDependencyGraph.addEdge(materialInstance, parameterName);
}
void FAssetLoader::importSkinningData(Skin& dstSkin, const cgltf_skin& srcSkin) {
if (srcSkin.name) {
dstSkin.name = srcSkin.name;
}
dstSkin.joints.resize(srcSkin.joints_count);
const auto& nodeMap = mResult->mNodeMap;
for (cgltf_size i = 0, len = srcSkin.joints_count; i < len; ++i) {
// TODO: We've seen models with joint nodes that do not belong to the scene's node graph.
// e.g. BrainStem after Draco compression. That's why we have a fallback here. We should
// probably simply create an Entity for every glTF node, period. (regardless of hierarchy)
// https://github.com/CesiumGS/gltf-pipeline/issues/532
auto iter = nodeMap.find(srcSkin.joints[i]);
if (iter == nodeMap.end()) {
dstSkin.joints[i] = nodeMap.begin()->second;
} else {
dstSkin.joints[i] = iter->second;
}
}
}
bool FAssetLoader::primitiveHasVertexColor(const cgltf_primitive* inPrim) const {
for (int slot = 0; slot < inPrim->attributes_count; slot++) {
const cgltf_attribute& inputAttribute = inPrim->attributes[slot];
if (inputAttribute.type == cgltf_attribute_type_color) {
return true;
}
}
return false;
}
LightManager::Type FAssetLoader::getLightType(const cgltf_light_type light) {
switch (light) {
case cgltf_light_type_invalid:
case cgltf_light_type_directional:
return LightManager::Type::DIRECTIONAL;
case cgltf_light_type_point:
return LightManager::Type::POINT;
case cgltf_light_type_spot:
return LightManager::Type::SPOT;
}
}
AssetLoader* AssetLoader::create(const AssetConfiguration& config) {
return new FAssetLoader(config);
}
void AssetLoader::destroy(AssetLoader** loader) {
delete *loader;
*loader = nullptr;
}
FilamentAsset* AssetLoader::createAssetFromJson(uint8_t const* bytes, uint32_t nbytes) {
return upcast(this)->createAssetFromJson(bytes, nbytes);
}
FilamentAsset* AssetLoader::createAssetFromBinary(uint8_t const* bytes, uint32_t nbytes) {
return upcast(this)->createAssetFromBinary(bytes, nbytes);
}
FilamentAsset* AssetLoader::createAssetFromHandle(const void* handle) {
const cgltf_data* sourceAsset = (const cgltf_data*) handle;
upcast(this)->createAsset(sourceAsset);
upcast(this)->mResult->mSharedSourceAsset = true;
return upcast(this)->mResult;
}
void AssetLoader::enableDiagnostics(bool enable) {
upcast(this)->mDiagnosticsEnabled = enable;
}
void AssetLoader::destroyAsset(const FilamentAsset* asset) {
upcast(this)->destroyAsset(upcast(asset));
}
size_t AssetLoader::getMaterialsCount() const noexcept {
return upcast(this)->getMaterialsCount();
}
NameComponentManager* AssetLoader::getNames() const noexcept {
return upcast(this)->getNames();
}
const Material* const* AssetLoader::getMaterials() const noexcept {
return upcast(this)->getMaterials();
}
} // namespace gltfio